﻿// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'

// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'

//Shader "[FC Effect]/SimpleGrabPassBlur"
//{
//	Properties
//	{
//		[PerRendererData] _MainTex("Sprite Texture", 2D) = "white" {}
//		_CustomColor("Main Color", Color) = (1,1,1,1)
//		_BlurSizeXY("BlurSizeXY", Range(0,10)) = 2
//	}
//
//	SubShader
//	{
//		// Draw ourselves after all opaque geometry
//		Tags
//		{ 
//			"Queue" = "Transparent"
//		}
//
//		// Grab the screen behind the object into _GrabTexture
//		GrabPass{}
//
//		// Render the object with the texture generated above
//		Pass
//		{
//			CGPROGRAM
//			#pragma vertex vert
//			#pragma fragment frag
//			#pragma target 3.0
//
//			sampler2D _GrabTexture : register(s0);
//			fixed4 _CustomColor;
//			float _BlurSizeXY;
//
//			struct data
//			{
//				float4 vertex : POSITION;
//				float3 normal : NORMAL;
//			};
//
//			struct v2f
//			{
//				float4 position : POSITION;
//				float4 screenPos : TEXCOORD0;
//			};
//
//			v2f vert(data i)
//			{
//				#if UNITY_UV_STARTS_AT_TOP
//				// Direct3D
//				float scale = 1.0;
//				#else
//				// OpenGL
//				float scale = -1.0;
//				#endif
//				v2f o;
//				o.position = UnityObjectToClipPos(i.vertex);
//				o.screenPos = float4(o.position.x, o.position.y * scale, o.position.z, o.position.w);
//				return o;
//			}
//
//			half4 frag(v2f i) : COLOR
//			{
//				float2 screenPos = i.screenPos.xy / i.screenPos.w;
//				float depth = _BlurSizeXY * 0.0005;
//
//				screenPos.x = (screenPos.x + 1) * 0.5;
//				screenPos.y = 1 - (screenPos.y + 1) * 0.5;
//
//				half4 sum = half4(0.0h, 0.0h, 0.0h, 0.0h);
//				sum += tex2D(_GrabTexture, float2(screenPos.x - 5.0 * depth, screenPos.y + 5.0 * depth)) * 0.025;
//				sum += tex2D(_GrabTexture, float2(screenPos.x + 5.0 * depth, screenPos.y - 5.0 * depth)) * 0.025;
//
//				sum += tex2D(_GrabTexture, float2(screenPos.x - 4.0 * depth, screenPos.y + 4.0 * depth)) * 0.05;
//				sum += tex2D(_GrabTexture, float2(screenPos.x + 4.0 * depth, screenPos.y - 4.0 * depth)) * 0.05;
//
//				sum += tex2D(_GrabTexture, float2(screenPos.x - 3.0 * depth, screenPos.y + 3.0 * depth)) * 0.09;
//				sum += tex2D(_GrabTexture, float2(screenPos.x + 3.0 * depth, screenPos.y - 3.0 * depth)) * 0.09;
//
//				sum += tex2D(_GrabTexture, float2(screenPos.x - 2.0 * depth, screenPos.y + 2.0 * depth)) * 0.12;
//				sum += tex2D(_GrabTexture, float2(screenPos.x + 2.0 * depth, screenPos.y - 2.0 * depth)) * 0.12;
//
//				sum += tex2D(_GrabTexture, float2(screenPos.x - 1.0 * depth, screenPos.y + 1.0 * depth)) *  0.15;
//				sum += tex2D(_GrabTexture, float2(screenPos.x + 1.0 * depth, screenPos.y - 1.0 * depth)) *  0.15;
//
//				sum += tex2D(_GrabTexture, screenPos - 5.0 * depth) * 0.025;
//				sum += tex2D(_GrabTexture, screenPos - 4.0 * depth) * 0.05;
//				sum += tex2D(_GrabTexture, screenPos - 3.0 * depth) * 0.09;
//				sum += tex2D(_GrabTexture, screenPos - 2.0 * depth) * 0.12;
//				sum += tex2D(_GrabTexture, screenPos - 1.0 * depth) * 0.15;
//				sum += tex2D(_GrabTexture, screenPos) * 0.16;
//				sum += tex2D(_GrabTexture, screenPos + 5.0 * depth) * 0.15;
//				sum += tex2D(_GrabTexture, screenPos + 4.0 * depth) * 0.12;
//				sum += tex2D(_GrabTexture, screenPos + 3.0 * depth) * 0.09;
//				sum += tex2D(_GrabTexture, screenPos + 2.0 * depth) * 0.05;
//				sum += tex2D(_GrabTexture, screenPos + 1.0 * depth) * 0.025;
//
//				return sum / 2 * _CustomColor;
//			}
//			ENDCG
//		}
//	}
//	Fallback Off
//}

Shader "[FC Effect]/SimpleGrabPassBlur"
{
	Properties
	{
		[PerRendererData] _MainTex("Sprite Texture", 2D) = "white" {}
		_Color("Tint", Color) = (1,1,1,1)
		_CustomColor("Main Color", Color) = (1,1,1,1)

		_StencilComp("Stencil Comparison", Float) = 8
		_Stencil("Stencil ID", Float) = 0
		_StencilOp("Stencil Operation", Float) = 0
		_StencilWriteMask("Stencil Write Mask", Float) = 255
		_StencilReadMask("Stencil Read Mask", Float) = 255

		_ColorMask("Color Mask", Float) = 15

		[Toggle(UNITY_UI_ALPHACLIP)] _UseUIAlphaClip("Use Alpha Clip", Float) = 0
	}

		SubShader
		{
			Tags
			{
				"Queue" = "Transparent"
				"IgnoreProjector" = "True"
				"RenderType" = "Transparent"
				"PreviewType" = "Plane"
				"CanUseSpriteAtlas" = "True"
			}

			Stencil
			{
				Ref[_Stencil]
				Comp[_StencilComp]
				Pass[_StencilOp]
				ReadMask[_StencilReadMask]
				WriteMask[_StencilWriteMask]
			}

			Cull Off
			Lighting Off
			ZWrite Off
			ZTest[unity_GUIZTestMode]
			Blend SrcAlpha OneMinusSrcAlpha
			ColorMask[_ColorMask]

			Pass
			{
				Name "Default"
			CGPROGRAM
				#pragma vertex vert
				#pragma fragment frag
				#pragma target 2.0

				#include "UnityCG.cginc"
				#include "UnityUI.cginc"

				#pragma multi_compile __ UNITY_UI_ALPHACLIP

				struct appdata_t
				{
					float4 vertex   : POSITION;
					float4 color    : COLOR;
					float2 texcoord : TEXCOORD0;
					UNITY_VERTEX_INPUT_INSTANCE_ID
				};

				struct v2f
				{
					float4 vertex   : SV_POSITION;
					fixed4 color : COLOR;
					float2 texcoord  : TEXCOORD0;
					float4 worldPosition : TEXCOORD1;
					UNITY_VERTEX_OUTPUT_STEREO
				};

				fixed4 _Color;
				fixed4 _CustomColor;
				fixed4 _TextureSampleAdd;
				float4 _ClipRect;

				v2f vert(appdata_t IN)
				{
					v2f OUT;
					UNITY_SETUP_INSTANCE_ID(IN);
					UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(OUT);
					OUT.worldPosition = IN.vertex;
					OUT.vertex = UnityObjectToClipPos(OUT.worldPosition);

					OUT.texcoord = IN.texcoord;

					OUT.color = IN.color * _Color;
					return OUT;
				}

				sampler2D _MainTex;

				fixed4 frag(v2f IN) : SV_Target
				{
					half4 color = _CustomColor;

					//color.a *= UnityGet2DClipping(IN.worldPosition.xy, _ClipRect);

					//#ifdef UNITY_UI_ALPHACLIP
					//clip(color.a - 0.001);
					//#endif

					return color;
				}
			ENDCG
			}
		}
}